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#11
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I've had the most success in SOLA by not camping a particular spot and just moving in cycles around certain parts of the zone. If you engage the mobs where they spawn for the most part you can avoid the crazy trains which get caused by things being pulled taking the scenic detour through half the dungeon gathering friends instead of following you 3 steps through the most direct door.
I love SOLA. That said it's got a lotta issues. Things see invis, making CR's very hard on low level people, especially compared to other choices at the level range. There is lava you can fall into that is very difficult to get out. Dying deep in the dungeon can be a nightmare for newer players especially. When you've got a high level character who can just drag your corpses if you wipe it kinda makes sola a more legitimate choice for good/fun exp at that level range.
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Blue
-Propo Fol, Enchanter -Adeno Sine, Monk <Azure Guard> Green -Curare, Necromancer | ||
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#12
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Pretty much lava, imo.
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#13
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There are at least two very malicious pathing quirks in Sol A that I know about.
The first involves the area directly outside the bar in inferno complex. Right outside the door to bar (room #15), mobs in the room south of your position will agro. However, they are unable to walk down the stairs to get to you (marked with thick red line), so they head west through adjacent rooms (arrow) before looping back and attacking you from the west. [You must be logged in to view images. Log in or Register.] - The second quirk is in room 6. The mob which spawns at the location of the red dot, in the southeast corner of the room doesn't like to move from his spot to the rest of the room. Instead, he will run south through the invisible wall, run all the way around, and come back to room #6 from the east (bringing anything he found on the way). [You must be logged in to view images. Log in or Register.] - Sol A was one of my favorite zones... think I duo'd there from 26-34. The exp and cash were excellent once we learned to manage the various death traps. | ||
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Last edited by Ephirith; 04-03-2013 at 09:37 PM..
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#14
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I've had issues also in SolA where pets don't want to go through an illusionary wall, opting instead to run all the way around to get to me via a door. Room 6 I think had this issue when approaching from the south.. My pet would run around the long way to get tome via the East door.
SolA is great XP and a fun zone. I never really went there on live back in 99/2000. On this server I have spent a lot of time there and loved it. You just need to learn the pathing and camps.. I'd usually set up so that I had an exit into SolB close by (and made use of it often). The SolB exits suck at times when there are Kobolds waiting on the other side but it rarely happened..
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Fearstalker - Enchanter Guild Leader of <Taken> ----------------------- | ||
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#15
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im level 20 rogue now, thinking I might give sol A a try tomorrow night perhaps
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Last edited by tommydgun; 04-04-2013 at 12:19 AM..
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#16
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Hope you realize more dungeons were like this on Live and need some green aggro tuning + see invis
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#17
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Quote:
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#18
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A lot of us did 20-50 in sol a. Never again! ...dem classic ZEMs son.
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#19
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I went through sola on both my characters.
Imo its easily the best exp for the level provided you have an even remotely competent group. | ||
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